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XGame.UDamageRules


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//==============================================================================
//  Created on: 12/20/2003
//  Checks all dying pawns for UDamage time, and spawns a new pickup if the pawn
//   still had time remaining
//
//  Written by Ron Prestenback
//  © 2003, Epic Games, Inc. All Rights Reserved
//==============================================================================

class UDamageRules extends GameRules;

// This is called whenever a player is killed by another player
// Check if the dying player had any UDamage time remaining
function ScoreKill(Controller Killer, Controller Killed)
{
    local xPawn Dying;

    if ( Killer != None && Killer != Killed && HasUDamage(Killed) )
    {
        Dying = xPawn(Killed.Pawn);

        // If the player had UDamage time remaining, toss out another
        // UDamage pickup that is worth the remaining time
        if ( Dying != None && Dying.UDamageTime > Level.TimeSeconds + 3 )
            ThrowUDamage(Killer, Dying);
    }

    Super.ScoreKill(Killer, Killed);
}

function bool HasUDamage(Controller Killed)
{
    if ( Killed != None && Killed.Pawn != None && Killed.Pawn.HasUDamage() )
        return true;

    return false;
}

function ThrowUDamage( Controller Killer, xPawn Killed )
{
    local vector tossdir, x, y, z;
    local UDamageReward Reward;

    if ( Killer == None || Killed == None )
        return;

    // This chain of events based on the way that weapon pickups are dropped when a pawn dies
    // See Pawn.Died()
    Reward = Spawn( class'UDamageReward', , , Killed.Location );

    // Find out which direction the new pickup should be thrown
    tossdir = GetThrowVector(Killer, Killed);

    Killed.GetAxes(Killed.Rotation, X,Y,Z);

    // Set the pickup's location to a realistic position outside of the dying pawn's collision cylinder
    Reward.SetLocation( Killed.Location + 0.8 * Killed.CollisionRadius * X + -0.5 * Killed.CollisionRadius * Y );

    // Now apply the throwing velocity to the position of the pickup
    Reward.velocity = tossdir;

    // Since we are spawning this pickup on the server only, tweak the pickup's replication-related properties
    // so that the new pickup appears for clients
    Reward.InitDrop(Killed.UDamageTime - Level.TimeSeconds);
}

// based from the way weapons are thrown when a player dies ( see Pawn.Died() )
function vector GetThrowVector( Controller Killer, xPawn Killed )
{
    local vector v;

    if ( Killer == None || Killed == None )
        return v;

    // Get a vector indicating direction the dying pawn was looking
    v = Vector(Killed.GetViewRotation());

    // Adding coordinates to the directional vector
    v = v *

    // Clamp the "aiming spot" to a point that is in the dying pawn's point of view (I think)
    ((Killed.Velocity Dot v)

    // this controls how far away we're aiming for
    + 100) +

    // And this controls how high to aim the throw
    Vect(0,0,200);


    return v;
}

defaultproperties
{
}

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Class file time: Fr 30.3.2007 08:43:44.000 - Creation time: Mo 16.4.2007 11:20:55.171 - Created with UnCodeX